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THE SIMPSONS: BART VS. THE SPACE MUTANTS
FAQ/WALKTHROUGH, v1.0
For Sega Master System and Game Gear
Written and Maintained by SubSane
Last Updated 2013.07.14
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Use Ctrl + F and the section numbers in the Table of Contents below to find
exactly what you need.
TABLE OF CONTENTS
1.0 INTRODUCTION
1.01 About the Game
1.02 About the Guide
2.0 BASICS
2.01 Game Start
2.02 Status and Menu Screens
2.03 Controls
2.04 Items
2.05 Points
3.0 WALKTHROUGH
3.01 Streets of Springfield
3.02 Springfield Shopping Mall
3.03 Krustyland Amusement Park
3.04 Springfield Museum of Natural History
3.05 Springfield Nuclear Power Plant
4.0 CODES & SECRETS
4.01 Level 1 Shortcut
4.02 Level 2 Shortcut
5.0 LEGAL / MISC.
5.01 Version History
5.02 Guide Credits
5.03 Contact Information
5.04 Legal Stuff
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===== 1.0 INTRODUCTION ========================================================
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1.01 About the Game
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Hello, fellow humans! Bartholomew J. Simpson here, with a very important
secret: SPACE MUTANTS ARE INVADING SPRINGFIELD!
That's right, man! A buncha slimy, horrible, totally gross and putrid monsters
are taking over the bodies of the people who live here and they wanna build a
weapon that's gonna take over the entire planet! Pretty cool, huh?
Anyway, yours truly is the only one who can see 'em 'cause of my X-Ray glasses
- so it's up to me to stop 'em! I've gotta spraypaint things, get radical on
my skateboard, use my trusty slingshot and in general, behave like a nuisance,
man.
Plus, with Nelson the bully and Sideshow Bob getting in my way, it's a good
thing I've got the rest of the Simpsons to help me out!
So if you're a decent person, a patriot and somebody who cares about this
sorry planet, you'll do the right thing. Save the Earth! PLAY THIS GAME!
Thanks, man.
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1.02 About the Guide
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Despite what some people think, all of the Bart vs. the Space Mutants games are
NOT the same. There are the obvious differences in graphics and such, but also
some important differences in the bosses and gameplay. So, this guide is
written exclusively for the SMS and Game Gear versions. You can try it for the
others, but I make no guarantees that it will help.
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===== 2.0 BASICS ==============================================================
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2.01 Game Start
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Press the Start button to begin the game.
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2.02 Status and Menu Screens
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Status Screen
- - - - - - -
The various icons and stats on the screen.
Family: The character picture at the bottom of the screen is the
family member for that stage. You have to collect tokens
from the aliens in disguise by using the x-ray specs and
jumping on their heads, and if you collect all the tokens
the character name will appear. The character will then
help Bart during the boss battle.
Hits: Bart has two hits for every life. The pictures of him on
the far left show how many hits remain.
Item box: The item box will display your current item both as a name
above "SCORE" and a picture on the right.
Score: Bart can collect points from goal items, coins, and alien
tokens. The points are used to keep score.
Life: The current number of lives. A life is lost when you lose
two hits.
Time: Each stage is timed. The remaining time is displayed at
the bottom.
Goals: Each stage has certain goal items that have to be
collected. The number of remaining goal items will be
displayed at the bottom.
Ammo: That vertical bar near the right will show how much ammo
remains for a weapon.
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2.03 Controls
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Command | Character Action | Other
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Left | Move Bart | -
Right | Move Bart | -
Up | Move Bart | -
Down | Move Bart | Switch to different item
Down + 2 | Use item | -
1 button | Jump, hold and press 2 to run | -
1 + Up or Down | Move up and down floors in SNPP | -
2 button | Interact with games, doors | -
2 + 1 buttons | Far jump | -
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2.04 Items
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Item | Purpose of item
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X-Ray Specs | See if people are actually space mutants
Rocket | For windows, signs, birds, and other high goals
Key | Go from Retirement Castle to Moe's & vice versa
Wrench | Open the hydrants
Whistle | Call Grandpa at the Retirement Castle
Magnet | Increase chances at the Krustyland roulette game
Spraycan | Used to cover purple objects
Cherry bomb | Weapon
Slingshot | Weapon
Dartgun | Weapon
Donut box | Call down Homer to attack enemies
Coins | Used as currency to buy things, make phone calls. Every
15 coins yields an extra life, but 10 coins are subtracted
Alien tokens | Hop on an alien to collect. Used for family
Goal items | The goals vary from stage to stage
Krusty icon | One extra life
Egyptian ankh | Collected in the Egyptian exhibit to get past the trap
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2.05 Points
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Action/Item | Number of points
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Defeat boss | 1000
Defeat major enemies | 500
Defeat alien clone | 200
Krusty head | 100
Goal items | 100
Alien tokens | 100
Coins | 50
Jebediah head | 50
Time left | 10 per second
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===== 3.0 WALKTHROUGH =========================================================
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3.01 Streets of Springfield
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Goals: 24 purple objects
Quick List
- - - - - -
1. Spray the purple trash can at the beginning.
2. Spray the purple alien in the window at the movie theatre.
3. Use a coin at the phone booth near Moe's, then spray Moe when he comes out.
4. Walk across the clothesline next to Moe's to cover a purple object under it.
5. Same clothesline as number 4.
6. Spray the trash can next to the red/purple building, which is near Moe's
Tavern.
7. Use a wrench on the hydrant at Tool World to wash out the Wet Paint sign.
8. Spray the hydrant in front of Tool World.
9. Spray the flower pot above Tool World.
10. Spray the flower pot above Mel's Novelty Hut.
11. Spray the flower pot above the Toys store.
12. Spray the flower pot above the Candy store.
13. Bump the paint bucket above the Candy store.
14. ^^^ That paint will cover the purple awning below.
15. Spray the trash can in front of the Candy store.
16. Spray the flower pot above the Pets store.
17. Jump onto the grass where it says "KEEP OFF" near the Jebediah statue.
Spray the guy who appears but do it quickly or he will walk down and not
come back.
18. Use a rocket to scare the bird on the Jebediah Springfield statue.
19. Spray the birdbath just before the Bowlarama.
20. Use a rocket on the Bowlarama sign.
21. Spray the birdbath right after the Kwik-E-Mart.
22. Use a rocket on a purple window of the building at the end.
23. Another rocket on a window of the same building.
24. A window at the same place as the previous two windows.
Downtown
- - - - -
Well then, let's begin shall we? Start by running to the right and use the
purple trash can to grab the Krusty icon from the top of the building. A
simple jump won't make it that far, so hold 2 + 1 to speed up for a long jump.
That jumping alien is pretty slow, so it shouldn't be too difficult.
After you pass the Show Times sign an alien in costume will appear. You can
check if people are aliens by tapping 2 + Down to use the x-ray specs. If you
see a grotesque alien head then jump on the head to get an alien token. If you
don't see tentacles, DO NOT jump on their head. Jumping on an innocent person's
head will cost you one of your valuable hits, so stay alert.
With that out of the way you can go ahead to Moe's Tavern, but not past the
door. First grab the spraypaint can up on the top-left corner of the building.
Go back and stand between the second and third jumping aliens beneath the
purple windows. Face right, then quickly hold 2 and jump to spray the purple
theatre window. Try not to waste any spraypaint. Walk left and spray the trash
can at the beginning as well.
Head to the right again and jump up to the phone booth. The red aliens on the
ground are no big deal, just don't walk any further than the phone.
Press Down, find your coins, make the call. Read the conversation, and when
you see "Why you little!", get ready! Jump to the left and as soon as Moe
approaches you, spray him. That will turn his apron red and count as another
goal. Quickly jump on top of the phone booth to avoid getting hit by him.
Now jump up on Moe's windows and walk across the clothesline. The two white
sheets will fall and cover the purple items below. Jump into the bush on the
right side of that yard to get a Krusty icon.
Make sure to pick up the spraypaint to the right and spray the trash can below.
Now you're at a long stretch of green grass.
Hop on the next alien in disguise, but DO NOT jump up in the same spot as that
first bush or a bee will come out. Go to the right and jump up on the next two
bushes to get two extra coins, and you can get over the aliens by simply
jumping over them at their low point. Jump up on the last bush in the row to
get one more extra coin.
Shop District
- - - - - - - -
Now you're at the shops. The first one is a place called Tool World. Go inside
and use the coins to buy 1 wrench and 1 key. The wrench is necessary, but the
key is optional. But it's not like there's a shortage of coins, right?
Go back outside by tapping Down and walk in front of that purple hydrant. Get
your wrench and use it on the hydrant to wash out the door awning for a goal.
Then, spray the hydrant itself for another.
Next up is that flower pot at the top. Jump onto the bottom edge of the window,
then the top of the red door to the left. From there you can make it to the
top of the window to spray the flower pot.
Continue to the right and jump on that next alien's head, then go inside the
Novelty shop. Here you can buy the optional cherry bombs and necessary rockets.
You'll need at least 5 rockets, but if it's your first time shooting them you
should buy around 7. The cherry bombs are used to scare away dogs, so buy 'em
if you like.
Now jump up to the top and spray that flower pot. You can get the extra life
from the right if you're fast enough to run under the alien, but it's a risk.
Next up is the Toys store. Go inside and buy the whistle and magnet if you
like, but they're both unnecessary. The good stuff is up at the top. This jump
will be a bit tougher because of that alien beside the door, but it's just a
matter of jumping when the alien slows down. Spray the flower pot, then easily
avoid that next alien to grab the spraypaint.
Bah, you know what to do by now. Get on top of the Candy store by using the
trash can on the right, then knock over the paint bucket and spray the flower
pot. You can use the same trash can to get to the top of the last store and
paint the last flower pot, and don't forget to paint the trash can. Oh, and
also remember to jump on that next guy and grab the token... 'cause he's an
alien.
Central Plaza
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Next there will be some bushes and a Jebediah Springfield statue. Jump onto the
grass where the "KEEP OFF" sign is located and walk to the right a bit. A guy
wearing all purple clothing will appear. Spray him IMMEDIATELY or he will walk
down and not come back. After you spray him quickly jump back up onto the grass
to avoid getting hit.
After that, the first bush and last bush will have coins in them, and here's
the first time you'll need to use a rocket. Position yourself at the third line
from left side of the statue, then pull out a rocket and set it up so it is
just slightly to the right side of that line. Walk up to the rocket to launch
it up and hit the bird on the statue's arm.
The next part is a short skateboard ride. You can change from the top and
bottom lanes by tapping Up and Down, but you can easily stay in one lane and
just jump when a dog or alien appears. Near the end of the ride you'll meet
another kid on a skateboard. Keep jumping to avoid him when he rolls forward
then turns around and heads to the left.
Walk ahead to spray the birdbath between two aliens. Hop on the next alien in
disguise to get the "I" token, then continue to the right.
Bowlarama
- - - - - -
For the Bowlarama sign ahead you will need to walk past the aliens. Set up the
rocket just to the right of the three aliens to aim it toward the bowling pins.
Launch it to hit the sign and turn it red.
You'll run into another alien token guy, and go ahead and get it if you still
need a token. From there you'll find yourself at two aliens hopping together.
Jump at the jump immediately to the left of the aliens to find 1 coin, and jump
through the bush behind the aliens to get 2 more coins.
Kwi-E-Mart
- - - - - -
There'll be another alien clone ahead, then the Kwik-E-Mart. Position yourself
just to the right of the "MART" sign and face left. Place a rocket and launch
it at the "E" to get a Krusty head worth FOUR lives! Sweet reward.
At the end of the Kwik-E-Mart store you should see another purple birdbath,
which means you can go ahead and spray it. Just watch out for the alien
walking around underneath it. There will be 1 coin in the birdbath and 1 more
coins in the bush to the right of the birdbath.
Springfield Retirement Castle
- - - - - - - - - - - - - - - -
Now you'll be at a building with three purple windows. Launch a rocket at each
window to complete the goals.
If you need to go back, you can use the key on the door of the building with
purple windows to go all the way back to the building near Moe's. It also
works to go from that building to the end again.
You can also use the whistle from the novelty shop at the last window to get
8 coins from Grandpa.
All that remains is to walk to the far right.
Boss: Nelson
- - - - - - -
Nelson will throw water balloons at you, and you have the same weapon. But, if
you acquired all the alien tokens, Maggie will be at the top throwing red
balloons to the left. If you jump at these balloons they will rebound back to
hit Nelson, and they cause a lot more damage than yours. Use a combination of
her red balloons and yours to cause major damage.
Nelson's balloons and earthquake attack can be avoided with a simple jump. Just
jump when you see an attack and keep firing to finish him off.
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3.02 Springfield Shopping Mall
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Goals: 25 hats
Quick List
- - - - - -
There's no need for a list in this stage thanks to a cool trick. Men and
women will come out of doors, sometimes wearing a hat, and sometimes they will
be an alien. The cool thing is they will continue to come out of the doors,
over and over and over again. That means you can walk back and forth near the
doors until you get all the hats and alien tokens.
The best place to use the trick is on the 1st floor, right at the beginning
at the "WICKED EXCESS" store. You should easily spot the doors with the men and
women coming out of them, and best of all there aren't any obstacles. Stand
near the doors to get them to come out and collect all the hats and alien
tokens you need.
1st floor
- - - - - -
Make your way to the right, and along the way you should jump on all trash cans
and jump once more to get the coins inside. You can grab hats if you like, but
it's not necessary if you use the trick described above. USE THE TRICK!!!
Anyway, the first obstacles you'll come across are bouncing life preservers.
The best way to avert an attack is to stand still and wait for them to
approach. Move to a safe spot under the bounce of the first one, then moving
slightly left to avoid the second one. The aliens after that are the usual
bouncing variety and require some well-timed running and jumping, just like
the ones from the previous level.
Eventually you'll find a large pit and some platforms. Let me tell you these
can be tough. These jumps are what prevented me from playing the game back
when I was a kid, and they are still no easy task. Unless you use the trick,
of course. Jump up to the second moving platform and jump up a few times while
on that platform. It will fly you all the way to the end of the pit, saving you
the hassle of having to jump from platform to platform.
Grab the extra life at the end and jump off to continue. Go under the next pair
of preservers and you'll reach some moving barber poles. Walk under the first
three, then jump over the fourth one and land as close to it as possible
without touching it. Walk under the fifth one to continue.
Get through the next three aliens and move onward until you reach a store
called CLYDE. Quickly jump onto the trash can near the store to prepare for a
boss battle.
1st floor Boss: Bald Man
- - - - - - - - - - - - -
The bald man (as I like to call him) is pretty swift and can kill you quickly
if you don't move fast. Get on the trash can to the left as quickly as
possible. Wait there to avoid his shots, then jump on his head when he gets
near and return to the trash can. Repeat the hits from the top of the trash
can to avoid his shots and move on to the 2nd floor.
2nd floor
- - - - - -
You can jump over the walking shoes when they pause between steps, and
the small ballet shoes can also be jumped over. Just jump far to make the big
jumps and ensure you don't get hit.
The hopping shoes are much like the aliens from the 1st floor. Walk under the
first one and pause, then walk to the right when the middle shoe is on the
right. Run under the middle shoe the jump hits its crest, then walk to the
right and under the third shoe.
Next up are the stomping boots. Simply walk under them to get through. You can
get under the spring shoes and holding A and running under them as fast as
possible. Keep on to the right and through the last couple of ballet and spring
shoes to reach the BIG shoe.
2nd floor Boss: The BIG Shoe
- - - - - - - - - - - - - - -
The big shoe is a big pain in the ass until you get the attack pattern going.
It's best to wait on the left or right edge until the big shoe jumps towards
you. Then run towards the big shoe and jump. Aim your jump for the top of the
big shoe and bounce to the opposite side.
Do the same thing when the big shoe turns around and repeat the pattern until
the big shoe floats off to the shoe spirit in the sky...
On to the 3rd floor.
3rd floor
- - - - - -
As always go to the right. There will be some more of the same aliens from
before, and their jumping patterns are pretty much the same.
After the aliens you'll face a few kids inside paper bags. Jump over the ones
that run and walk under the jumping ones to keep going. Remember to grab the
Krusty icon to get an extra life when you reach the courtyard.
The bunny hats actually count as hats, so if you want to grab them you'll have
to wait for the bunnies to be outside the hats. Walk across and grab them when
you get the chance. That alien is slow enough to pass under easily.
Get across the next part with more of the same obstacles to reach another large
pit with platforms above it. This one doesn't have a trick to get across,
which means you'll have to do it one platform at a time.
After you get back to solid ground you'll face some circular hoops. Hop lightly
to get through these and the next two. Continue on through the next few
obstacles until you reach the "JUST MAGIC" store.
3rd floor Boss: Magician
- - - - - - - - - - - - -
The magician is very much like the bald man from the 1st floor, except this guy
teleports instead of running. Wait for him to teleport and he will immediately
shoot off a magic card, which can easily be avoided if you get ready to jump.
Jump over the white cards and onto his head several times to kill him off and
move on.
4th floor Boss: Ms. Botz
- - - - - - - - - - - - -
Here you'll face Ms. Botz (the notorious babysitter bandit... anyone?) dropping
suitcases. I think the big shoe was tougher than this boss. Anyway, I know you
got all the alien tokens, and I know Marge is up there. I know it because it's
impossible not to get all the alien tokens in this stage.
So Marge will assist by hitting those suitcases out of Botz's hands. I guess
she means well, but you actually need the suitcases to attack Ms. Botz. Keep
walking left and right to avoid getting hit, then quickly jump on a suitcase
after it has dropped, and stay in the same spot. Ms. Botz follows your
movements, so if you stand there after jumping on the suitcase it will smack
her straight in the face.
Keep jumping on the suitcases until the stage is completed.
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3.03 Krustyland Amusement Park
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Goals: 32 balloons
Quick List
- - - - - -
Once again we don't need a list because the balloons can be obtained very
easily. Proceed to the end of the first part of the game next to a "FUN HOUSE"
sign. Jump on the adjacent tent and wait for balloons to appear from the right
side.
Much like the hat trick of the previous level, the balloons will continue to
appear from the right, and all you have to do is jump up and grab them until
you have all 32.
Carnival Games
- - - - - - - -
To the right, as always, and jump over the rolling logs to save some hits. Run
under the little guys with some speed, and press Down + 2 next to that row of
yellow numbers. This is a little game you can play to win an extra life. Simply
choose a number and hope that the wheel stops at the one you picked. If you
have the magnet from the first stage, use it in front of the booth before
playing the game to increase your chances. Bop the guy that appears near the
numbers booth to get a alien token, and if you want to easily get all of the
alien tokens just wait around for more aliens in disguise to walk by.
Walk under the next little guy and press Down + 2 at the ducks booth to play a
shooting game. You control the cross with the joystick and shoot the ducks by
pressing 2. The goal here is to get 100 points in 30 seconds, which isn't as
easy as it may seem. The red ducks are worth 15 points and the yellow ducks are
25 points a piece. If you do get 100 points or more your reward will be an
extra life.
Proceed ahead to find a strength game (the kind where you hit a bell with a
hammer), and a man holding a balloon. Steal the guy's balloon (hah hah!), then
grab the slingshot from the right corner of the prize stand. The slingshot is
good for hitting those high balloons, but you won't need to. Read on.
Go to the right to find the ladder. Another man will come in from the right,
but if you put on the x-ray specs you'll see itís an alien. Jump up to avoid a
hit and pounce on his head to grab another alien token.
You can climb all the way up the ladder and shoot a little guy at the top. Jump
off the very top to the left to land on the strength game and hit the bell for
three coins and an extra life from the prize wall.
The next couple of problems are up ahead. Don't jump on the tent window right
away because two small aliens will pop out from it. Just gather the balloons
and continue along.
Next to that is a small pool and a guy sitting on his high chair. He'll be
shooting small rocks as soon as you get into view, so hold back for a second.
His rocks come out at regular intervals, so as soon as he shoots run ahead.
Quickly run next to him and use the slingshot to shoot the white target and
knock him into the water.
Jump over the alien from the tent and continue on. If you grab the slingshot
you can use it to shoot the little guys and balloons above, but there's no need
when you use the balloon tricks explained above. Keep going and jump over the
alien. Get to the "FUN HOUSE" sign. As described above, wait there and gather
all of the balloons you need before you move on.
Fun House
- - - - - -
The first room in the fun house will be another game. In this one you have to
trigger the doors to make them disappear. The trouble is to figure out how to
get them ALL to disappear. I'll tell you right now that the prize is 9
balloons, but they aren't really necessary when you use the balloon trick. But
if you want to give it a shot, I found a way to get all the doors to disappear.
Use the diagram below as reference.
1 2 3
4 5 6
7 8 9
Start by hitting 5 which should get doors 2, 4, 5, 6, and 8 to vanish. If any
of those doors remain open hit any of them to make sure they're all closed.
Now you have to hit doors 1, 3, 6, or 9 until all four of those doors are
open. Once they're all gone just hit door 5 to take care of the remaining ones
and get the balloons.
Next up are the steam pipes. Here the steam from the pipes will blow you up
into the air, but only when you're directly over the pipe. The easiest way to
get across is to wait for the first pipe to blow some steam and use it to get
to the first platform. To get to the next platform you'll have to wait for the
first pipe to the right to blow, and wait a few seconds. Time it so that you
get blown up by the first pipe, then hold Right and get blown up by the next
pipe. You can also jump straight to the second pipe with a far jump.
Jump from the last platform to the ground and keep going to the right. Jump the
barrels and get to the start of the giant Krusty face.
Now jump up to the top-right platform and jump straight up to reach the next
platform above. Go to the right until you reach the platforms above Krusty's
eyes, then fall straight down in the middle of his head. If you went down in
the right spot you'll land inside Krusty's mouth. Press Down + 2 to go inside.
Grab the coins hanging from above, then exit to go to the other side of
Krusty's face. Avoid the little guys to reach the exit and leave the fun house.
Ferris Wheel
- - - - - - -
Jump over the aliens and make your way to the right. There will be another
chance to get all the alien tokens if you missed any. Get the final alien
token in the stage by putting on the x-ray specs and jumping on the man when
he appears.
The ferris wheel is the final obstacle before the boss. Jump onto one of the
cars to get moving. Run past the tent to get to the stage's boss, Sideshow Bob.
Boss: Sideshow Bob
- - - - - - - - - -
It looks like Sideshow Bob is still trying to kill Krusty, but for now he'll
settle with getting in your way. Bob's only attack will be a jump in the air,
and it's really rather slow. You should have no problem dodging it.
To attack Bob you'll have to jump on his feet right after he lands from a jump.
You'll know if you hit him because he'll jump up while holding his foot in
pain. In addition, if you collected all of the alien tokens Lisa will be at
the top throwing down red balls. The combination of attacks qill quickly finish
off Sideshow Bob.
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3.04 Springfield Museum of Natural History
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Goals: 6 EXIT signs
Quick List
- - - - - -
1. Over the door at the start of the stage.
2. Over the door after the lasers, near the start of the stage.
3. In the jungle after passing the spiders.
4. After re-entering the museum from the jungle, above the lasers.
5. Over a door just before the Egyptian exhibit area.
6. At the start of the museum right after the mummy fight.
7. Over a door right after the mummy fight.
8. Over a door just before the prehistoric exhibit.
9. Jump on the ground to the right of the dino to reach this one.
10. Above the lasers after the prehistoric exhibit.
Museum 1
- - - - -
Get past the alien and walk toward the display case on the right. Jump on that
first alien clone in disguise.
Jump on top of the display case and then wait for the jumping alien on the left
to jump down. Once you see a chance jump into the picture frame, then quickly
jump into the next picture frame to get the dart gun. Use that dart gun to
shoot the EXIT sign on the left above the door. Get back to that glass case and
jump on the glass case a hop a few times to get the Krusty icon inside for the
extra life.
Head to the right and jump on the alien clone to get the alien token. Go to
the right from there and stop to avoid the red alien's attack from above.
Next up are the red aliens and the lasers. The perimeter lasers will head down
to the left, but don't let that fool you. Pay attention to the holes in the
wall that the lasers come out of, and run under the lasers when the bottom two
holes are empty. Do the same thing with the next set of lasers, then jump over
the alien and onto the glass case.
Use your dart gun to hit the sign over the door for your second goal, or jump
over there and get it. Jump back down and cross the last set of lasers to
enter the jungle exhibit.
Jungle exhibit
- - - - - - - -
Avoid the bug on the ground by jumping over it and running to the right. Two
more bugs will appear as you head to the right, as well as a mosquito at the
tree. Quickly jump over the mosquito and onto the tree branches to get away
from all the pests. Jum far to the left to grab that dart gun from the tree
canopy on the left.
The next series of jumps is going to be a pain. The mosquitoes will simply fly
under you, and there's no need to even touch the ground.
Stop when you reach a large pool and wait on the right branch. Eventually an
alligator's head will pop up from the water, and of course that's your ride
out of here. Stay on the right sides of the alligator heads and move when the
debris falls from above. They'll float along for a while until another
alligator appears, at which point you should quickly jump onto that next gator.
Jump onto the next alligator when it appears and ride it until you hit land.
Keep to the right to avoid the monkey's coconuts. You can pause on the lower-
left branch of the tree without risking a hit, if you feel like it. Or shoot
the monkey. Jump up when you're ready and avoid the coconuts, then make a long
jump to the left to get the dart gun hidden among the leaves. Return to the top
branch of the tree and jump to the next one.
After the next few jumps you'll reach a field of large spiders. It's simple as
long as you walk under one spider at a time. After passing them you'll see an
EXIT sign, and to the right of that...
Boss: Venus fly trap
- - - - - - - - - - -
Avoid the first few acid spits and get to the right side of the plant, and from
there jump on its head a few times to defeat it. Jump on the headless stalk to
shoot the third EXIT sign.
Museum 2
- - - - -
The lasers ahead operate kinda strangely compared to the first few sets you
saw, but it's still not that tough. Just wait for the laser at the top to
appear and quickly run under them. Then, run under the alien and onto the glass
case. Jump onto the frame on the left and shoot the fourth EXIT sign on the
left.
Hop a few times to get that Jebediah Springfield icon and be invincible for a
while. Use this temporary invincibility to get past the lasers on the right.
You should spot another picture frame with another dart gun inside it. Jump
onto the glass case to reach the gun. Jump on the display case a few times to
get the extra life.
Return to the right and you'll see an EXIT sign above a door. To reach this
one, wait for the red alien in the picture frame to move down and jump in
there, then quickly make a big jump up and shoot the sign.
Continue to the right and jump on the guard's head to reveal another alien
clone. Pick up the alien token to get the "M" in Homer's name.
Egyptian exhibit
- - - - - - - - -
You'll reach the Egyptian exhibit, starting with an fairly difficult jumping
section. Stay off the black pit.
The yellow bricks are the spots you can stand on. Start by standing on the
first brick. Eventually another brick will appear to the right. Make the long
jump over there. Quickly jump from yellow brick to yellow brick until you see
solid ground again. Make a long jump to reach the ground and continue.
The next section of gray platforms will be easy to traverse, but make sure to
speed up and use a far jump to get to the ground at the end.
The snakes will not actively attack, but you can get hurt nonetheless. Get
close to them and make a simple jump directly over their heads. They'll turn
to face you, but that's it. After that there will be some pikes emerging from
the floor (an Egyptian temple classic). Jump over each one to get to another
temple classic: the booby trap!
Avoid the falling bugs and jump onto the window sills, then jump up to reach
the statues' heads. This will cause an ankh (an Egyptian cross) to come flying
out. Collect the ankh. Hop onto the red cylinder in the middle to lower it
slightly into the ground. Jump onto the cylinder after every ankh you collect
to make it disappear.
Walk ahead to face the horrors of the museum mummy!
Boss: The museum mummy!
- - - - - - - - - - - -
Bah, this guy is child's play. Jump on his head and move to the other side of
him. Jump over the acid spit and then jump on his head again. Repeat until
he's reduced to a pile of rags.
Museum 3
- - - - -
Enter the museum area again and watch out for the usual lasers and aliens.
Start by bopping the disguised alien for the token (you should have "HOME"
completed by now) then continue to the right. Jump on the glass case then left
to get that dart gun from the picture. There is a EXIT sign to the left of that
but because it's out of visual range it is difficult to shoot.
Jump on the first glass case a few times to get the Jebediah icon (and the
invincibility that comes with it), then continue to the right to find a glass
case with a Krusty icon and another picture with another dart gun. Another
alien clone will appear to give you the "R" in "HOMER".
If you're still missing an EXIT sign, shoot the sign over the door to the right
to complete your goals. Proceed to the right after you've had your fill of
goodies.
Prehistoric exhibit
- - - - - - - - - - -
Walk ahead until you reach a river crossing. Wait for a log to approach, then
far jump and land on the raft just as it reaches the right spot. Quickly
jump across the river before the log floats away.
After that is the bone yard in the river. The pterodactyls can't get hurt by
the dart gun, so just leap over them. Jump from platform to raft and back to
platform, and continue until you reach the end.
Next up is one of the big boys...
Boss: Dinosaur!
- - - - - - - - -
Eh, he's not so big. The dino's only attack is a loogie or hairball or
something, and they come out in regular intervals. Run to the right while
jumping over the shots until you're on the land right under the dino's snout.
Jump up to reach the land above, then jump on top of the dino's head. Hop on
the tip of his head to hurt him.
Hit the dino on the snout several times to continue.
Prehistoric exhibit (cont'd)
- - - - - - - - - - - - - - -
Proceed to the right of the dinosaur's head. The EXIT sign can be reached by
jumping and shooting from the top of the head. Continue to the right.
Museum 4
- - - - -
Bop that guard for another alien token, then use that glass case to reach the
EXIT sign if you need it or just want points. A few feet ahead you'll get
another guard and the final alien token. Go on to the right to run past a few
lasers and meet the final stage boss.
Boss: Dr. Marvin Monroe
- - - - - - - - - - - - -
Ol' Monroe here can be a tough cookie, the kind of tough cookie that you've
faced several times before. Homer will lend a hand by dropping tar down below
his picture frame, but it's not necessary. Simply jump over Monroe's rolling
objects and jump on his head a few times. Stage complete!
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3.05 Springfield Nuclear Power Plant
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Goals: 16 radioactive rods
Quick List
- - - - - -
1. In the air next to the starting position.
2. Accessed through the left doorway on the 2nd floor. Far right.
3. Accessed through the left doorway on the 5th floor. Far right.
4. To the right of the elevator on the 1st floor. Above an alien.
5. Use the left elevator on the 2nd floor and go up to the 4th floor. The power
rod is on the left.
6. In the same area as rod 5. On the far right.
7. Use the red door on the far right of floor 2. Go down to floor 1. The rod is
above the door.
8. On the 3rd floor. Left side.
9. Same area as #8, but on the right side of the elevator door.
10. Ride the elevator to the fifth floor. It's on the left side.
11. On the 5th floor. Unlock the combination lock and look for it on the left
side.
12. Ride the right side elevator to the 4th floor. The rod's on the right side.
13. Get to the far right corner of the 1st floor. Use the elevator in that room
to the 5th floor. The rod's on the right side.
14. Go up the doorway on the right and stop at the 3rd floor. The power rod is
on the left.
15. Go up the doorway on the right and stop at the 4th floor. The power rod is
on the left.
16. Go find Maggie after collecting the other 15 power rods.
Floor combinations
- - - - - - - - - -
1st floor: 14
2nd floor: 32
3rd floor: 11
4th floor: 41
5th floor: 21
Maggie!
- - - -
You'll find Maggie somewhere in the power plant. Take note of her location
because you will need to return to her before you complete the stage.
Rod #1
- - - -
The first one's in the air above the aliens next to the starting position. Go
to the right to find a donut box, which you can use to call down Homer and
clear the path of enemies.
Rod #2
- - - -
Enter the first door on floor 1 to go to floor 2. Jump on the fire extinguisher
to reach the extra life in the air near the radioactive symbol.
Run to the right to find three jumping aliens next to a wall. Far jump past
them to get to the top of the stacked barrels. Jump up to get the radioactive
rod in the air.
Rod #3
- - - -
Return to the door and move up to floor 3. Not much on this floor yet, so move
up to floor 4. Grab the donuts on the left then move up to floor 5.
Grab the third radioactive rod from the air on the right side. Wait for the
flying alien to move down before you jump at it.
Rod #4
- - - -
Return to the first floor. Go to the right and enter the combination at the
door as 14. That will open the door and allow you to proceed into the main
part of floor 1.
Get past the aliens and barrels until you see the elevator door. Wait for Marge
to appear and step next to her. She'll take any rods you're carrying down into
the basement.
Further to the right of floor 1 you'll find Lisa, who will give you the
combination for the locks on this floor. Once again, it is 14.
Collect the fourth rod from the right side.
Rod #5
- - - -
Jump in the elevator and head up to floor 2.
Turn left and make your way through the aliens. Get the combination (32) and
continue to the left to reach the next elevator. This one only runs between
the 2nd and 4th floor, but you'll be back to floor 2 soon. Take the elevator
up to floor 4.
Walk to the left and get past those aliens to reach the rod. Also take note of
the 4th floor combination from Lisa (41). Walk to the right.
Rod #6
- - - -
Get the next rod from the aliens on the right side of that elevator. Once you
get it return to the elevator and back to the 2nd floor.
Rod #7
- - - -
Run all the way to the right and enter the 2nd floor combination to get through
the door. Continue along until you reach the red door. Go on down to floor 1
to access the sealed-off area below. Grab the rod above the door, then get to
the elevator all the way on the left.
Rod #8
- - - -
Take this elevator up to the 3rd floor.
Run past the aliens to the left and look for the rod in the corner next to a
wall. Grab that and the 3rd floor combination from Lisa (11), then turn to the
right and past the elevator.
Rod #9
- - - -
Grab the rod from the right side of the room, then hop back on the elevator and
head up to the 5th floor.
Rod #10
- - - -
Jump onto the fire extinguisher and pick up that Krusty head from the top of
the elevator. To the left of that there are a bunch of aliens and the rod.
Rod #11
- - - -
Now, if you've been following my guide, you have four rods and need to get them
to the basement. Use the elevator to quickly get down to the basement and
deposit the rods.
Get up the elevator to the 5th floor. Head to the left and enter the
combination (21) to open the door. Keep going left, past the aliens, to find
the 11th radioactive rod.
Rod #12
- - - -
Take the elevator down to the 4th floor. Walk to the right to find the 12th rod
on top of a stack of barrels.
Rod #13
- - - -
Take the elevator down to the 2nd floor. Go to the right and enter the
combination (32) to open the red door. Then, enter the red door on the right.
Go down to the 1st floor.
Run to the left. Take that elevator door up to the 5th floor. Run to the right
to find a radioactive rod and Lisa. She'll give you the combination for the
5th floor (21).
Rod #14
- - - -
Take the elevator back down to the 1st floor. Go to the red door on the right
side and go up to the 3rd floor.
Grab the radioactive rod over the barrels beyond the two aliens.
Rod #15
- - - -
Take the door up to the 4th floor.
Walk left and enter the combination at the door (41). There's another rod
inside the small room with the two aliens.
Use the door to get up to the 5th floor. There's a box donuts there that you
may find useful.
Rod #16
- - - -
As I mentioned at the beginning I hope you took note of Maggie's location
because she has the final rod. Get to Maggie to locate the 16th rod. Take that
final rod to the main elevator and drop it off in the basement.
---
Watch the ending and feel proud: you have saved Springfield and indeed the
entire world! CONGRATULATIONS!!!
===============================================================================
===== 4.0 CODES & SECRETS =====================================================
-------------------------------------------------------------------------------
4.01 Level 1 Shortcut
-------------------------------------------------------------------------------
First you need to buy the key from the shops. Once you have it you can access
the shortcut. You can use the key on that door of the building at the end to
go all the way back to the building near Moe's. It also works to go from that
building to the end again.
-------------------------------------------------------------------------------
4.02 Level 2 Shortcut
-------------------------------------------------------------------------------
This shortcut is for the first pit on the 1st floor. Jump up to the second
moving platform and jump up a few times while on that platform. It will then
fly you all the way to the end of the pit, saving you the hassle of having to
jump from platform to platform.
===============================================================================
===== 5.0 LEGAL / MISC. =======================================================
-------------------------------------------------------------------------------
5.01 Version History
-------------------------------------------------------------------------------
2013.07.14 - Version 1.0: Guide completed.
-------------------------------------------------------------------------------
5.02 Guide Credits
-------------------------------------------------------------------------------
Thanks to these folks...
1. Flying Edge (Acclaim), Arc Developments, and Imagineering Inc. for creating
the game.
2. Wilson Lau for his excellent guide to 'Bart vs. the Space Mutants'. It
inspired the over 60 guides I've written to date.
3. You for reading.
-------------------------------------------------------------------------------
5.03 Contact Information
-------------------------------------------------------------------------------
subsane at gmail dot com
-------------------------------------------------------------------------------
5.04 Legal Stuff
-------------------------------------------------------------------------------
1. "Bart vs. the Space Mutants" is copyright (C) 1992 Flying Edge, Inc. Flying
Edge is a division of Acclaim Entertainment Inc. The Simpsons TM and (C)
1992 Twentieth Century Fox Film Corporation. All rights reserved. Licensed
by Sega Enterprises Ltd.
2. This guide copyright (C) 2013 SubSane. This guide may be distributed freely
as long as it remains in its ORIGINAL and UNALTERED form. It is only for
private use and may not be reproduced for commercial purposes.
If I discover that this guide has been altered in any way and is being
displayed publicly, I reserve the right to have the guide removed from that
location.